.. _program_listing_file_Source_Azura_RenderSystem_Src_Vulkan_VkComputePool.cpp: Program Listing for File VkComputePool.cpp ========================================== |exhale_lsh| :ref:`Return to documentation for file ` (``Source\Azura\RenderSystem\Src\Vulkan\VkComputePool.cpp``) .. |exhale_lsh| unicode:: U+021B0 .. UPWARDS ARROW WITH TIP LEFTWARDS .. code-block:: cpp #include "Vulkan/VkComputePool.h" namespace Azura { namespace Vulkan { VkComputePool::VkComputePool(const ComputePoolCreateInfo& createInfo, const DescriptorCount& descriptorCount, Memory::Allocator& allocator) : ComputePool(createInfo, descriptorCount, allocator) { } void VkComputePool::BindUniformData(SlotID slot, const U8* buffer, U32 size) { UNUSED(slot); UNUSED(buffer); UNUSED(size); } void VkComputePool::AddShader(U32 shaderId) { UNUSED(shaderId); } void VkComputePool::BindTextureData(SlotID slot, const TextureDesc& desc, const U8* buffer) { UNUSED(slot); UNUSED(buffer); UNUSED(desc); } void VkComputePool::BindSampler(SlotID slot, const SamplerDesc& desc) { UNUSED(slot); UNUSED(desc); } void VkComputePool::BeginUpdates() { } void VkComputePool::UpdateUniformData(SlotID slot, const U8* buffer, U32 size) { UNUSED(slot); UNUSED(buffer); UNUSED(size); } void VkComputePool::UpdateTextureData(SlotID slot, const U8* buffer) { UNUSED(slot); UNUSED(buffer); } void VkComputePool::Submit() { } void VkComputePool::SubmitUpdates() { } } // namespace Vulkan } // namespace Azura